D&D (2024) Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e

Commanding a target staning next to a clifftop to "Fly" is creative.
Commanding a target precariously balanced on a narrow ledge to "Jump" or "Walk" is creative.
And forbidden by the 5.0 wording of the spell, emphasis added: "The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it." A sapient being is able to tell that "walking" or "flying" off a ledge/beam is directly harmful to it. As for the others...

  • Dismount: A valid command...but only for the first bit. The second (dismount while at a gallop/etc.) is forbidden, again because dismounting while in motion is harmful.
  • Dive: Sure, but that's a spell slot sacrificed to get a single turn's worth of temporary inaction. Creative and valid, but mostly wasteful...and requires the target be in liquid. "Drop" achieves the same effect, without requiring that folks be in liquid first, and may be exploited by allies (grabbing the dropped item/s).
  • Breathe (while in noxious gas): Again, forbidden by the 5.0 text of the spell.
  • Eat: Not really seeing the creativity here? What does this even accomplish?
  • Scream/Yell while sneaking: Most likely forbidden by the 5.0 wording. At the very least, none of the 5.0 DMs I've ever had would have permitted this. (In fact, if it weren't explicitly one of the listed commands, I doubt most DMs would even allow "Drop"!)

Are any of those more-or-less creative ideas on the list of approved commands? Somehow I doubt it.
Seeing as only three of the seven examples (non-moving Dismount, Dive, and Eat) were unequivocally valid under the previous wording, your list does not really inspire much confidence that that much has been lost here. As with a lot of so-called "creative" uses of spells, much of it comes from wheeling-and-dealing away the actual limitations thereof, rather than
 

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See, but, that's just not true. As evidenced in this thread. The interpretation of "directly harmful" leads to a disagreement. Neither side is being antagonistic or unreasonable. It's simply two interpretations of a vague wording where either interpretation is quite valid.

Painting this as a "problem player" or "problem DM" issue overlooks the fact that these problems come up even when everyone at the table is perfectly resonable, and, because there are so many spells with vague wordings, this issue comes up all the time.
The beauty and the flaw of actual, not-a-term-of-art natural language is that two people can say identical words with identical emphasis and intonation, in the same dialect, and yet mean two different things. As you well know, they don't even have to be vaguely related things, some of the time.
 


No one has said that.
Umm, literally several posters have said exactly that. Good grief, I just quoted one in my last post:
In any case, you don't need to clearly define every spell, you just need a group who are capable of having a reasonable discussion, who aren't playing in an antagonistic fashion and a process for making rulings.
Dunno what thread you're reading.

But, again, to me, playing silly buggers semantics with vague spell descriptions has nothing whatsoever to do with being creative. It's deliberately going out of your way to break the game without any thought to the in game reality.
 

See, but, that's just not true. As evidenced in this thread. The interpretation of "directly harmful" leads to a disagreement. Neither side is being antagonistic or unreasonable. It's simply two interpretations of a vague wording where either interpretation is quite valid.

Painting this as a "problem player" or "problem DM" issue overlooks the fact that these problems come up even when everyone at the table is perfectly resonable, and, because there are so many spells with vague wordings, this issue comes up all the time.
I was responding directly to a discussion of using the loose wording to insert unwanted toilet humour into the game. At best, this a problem of mismatched expecations; it simply is not a problem with wording of the spell.

In general though, I agree it's not necessarily about "problem players" or "problem GMs," but it is about poor communication and/or socialisation skills in genereal, which is almost certainly going to lead to problems regardless how any specific spell is worded. It just shouldn't be that hard to have a reasonable discussion and arrive at a resolution, whether temporary or permanent, and move on with the game.
 


Reply backlog down to 11 pages of comments. Am doing my best to catch up...

This did cause some delay/confusion in play.

As a DM I can't count how many times I got something like - I cast command and command them to raise the gate

One word requires creativity, it also casues delay at the table, but it is worth it IMO.

Yeah, I've had issue with people giving suicidal commands, easy enough to clear up with people reading the spells description.

Just out of curiosity, where was that rule? Because it doesn't seem to be in the basic listing for the Tumble skill (at least when I did a ctrl+f for "cobblestones")?

Got mixed up, it's flagstones not cobblestones and balance not tumble. Been a long while since I've played 3.5e. To quote the 3.5e DMG:

As with walls, dungeon floors come in many types.
Flagstone: Like masonry walls, flagstone floors are made of fitted stones. They are usually cracked and only somewhat level. Slime and mold grows in these cracks. Sometimes water runs in rivulets between the stones or sits in stagnant puddles. Flagstone is the most common dungeon floor.
Uneven Flagstone: Over time, some floors can become so uneven that a DC 10 Balance check is required to run or charge across the surface. Failure means the character can’t move in this round. Floors as treacherous as this should be the exception, not the rule.

This is a "Your Mileage May Vary" situation. Not everyone sees their job as a DM is to make up meaningless flavor for the players to explain the set-in-stone mechanics.

Exactly. I want to know CLEARLY what an ability is doing in fiction terms so I can change its effects depending on the fiction. For me, changing the fiction to better fit the mechanical effects is exactly backwards. Again, just my opinion as well, mileage my vary for different DMs.

For example, some people recommend reflavoring Eldritch Blast to make it a gun if a player wants to play a gunslinger class. I don't like that since I'd feel like a dick if someone rolled up a warlock reflavored as a gunslinger and tried shooting their gun in a pouring rainstorm and I told them their powder was too wet and it didn't work, but I WANT things like rain making a gunslinger's powder wet to be a factor in the kind of game I want to play. If the flavor is built into the game I feel fine rewarding or punishing players depending on that flavor and I really like that and enjoy making flavor matter, but if the flavor is stuff that players make up themselves I feel a lot less comfortable as a DM rewarding them or punishing them depending on how their flavor fits specific circumstances so "flavor is free" is an annoyance to me as a DM.

And yet I somehow do not see this kind of behavior in more open-ended games, so I do not believe this argument. it's not just that the players ignore session zero and you canjnot stop this kind of behavior, it's that in a more strict game some people's desire to "break it" through exploits may override respect for fellow players and poorly-designed spells like Command enable them to do exactly that. Maybe if D&D was overall more open-ended game, this would not be a problem. But not only it isn't, we're literally on forum of a website selling version of the game with 200% more specific rules. Command being so open-ended does not fit design philosophy and enables people trying to "break" the game to feel clever.

If games rules are so restrictive that they actively disallow letting players be immature dicks then they're probably going to be too restrictive for me to enjoy. Not because I'm an immature dick, but because I don't need game rules to do that sort of thing for me and any system that is that restrictive is going to disallow a lot of other good stuff as well as the immature dickery (case in point: the Command spell and how 5.5e gutted it).

I'm glad they removed the language requirement since it's hard to know whether to prepare or use Command sometimes. A few sessions ago we were fighting a chimeric sort of beast. We knew these beasts speak, but their known languages are numerous, and Common is pretty rare. At one point the DM said the beast "shouted in pain". I perked up and said, "Oh, what word did it shout?" The DM replied, "It was just a beastly sort of noise." How obnoxious! And I don't think the DM was consciously trying to make me gamble on whether or not Command would work.

Command is magic so it can just magically tell the enemy your intent. That's definitely OK by me.

I've never made up a Command word myself. The listed words are useful enough. I'm sure the jokester players in my group would enjoy making up words if they had access to the spell though.

Actually I suspect one of them has Command, he's just never looked at or changed his prepared spells.

Another case of people's milage varying. Having it MATTER if critters can speak Common or not really matter in fight makes the fiction of the world feel more real to me. For example in another campaign the DM had us attacked by a giant snake that mocked us in common and I nailed the stupid snake to the wall with Command, much to the whole party's enjoyment.

If limiting command words to a specific set of phrases (while also improving the spell by dropping the requirement that the target understands) destroys any significant amount of creativity, y'all are playing a different game than I am.

Agreed.
Every time a player uses command "creatively" the DM should be deciding what the word means to the target, and whether they even know what the word means. Use a $20 word on an ogre with 6 intelligence and in my campaign it may have no effect because I would say that ogres are as dumb as rocks but that might be insulting to rocks. In a lot of cases the best you do is cost them a turn.

Exactly.
This is such a minor, minor change that would have such minimal impact on any game I've ever witnessed.

In my last campaign I had a trickery cleric who loved pranks and, well, trickery. Her go-to spell was Command and she cast it over and OVER and OVER, and I always tried to come up with entertaining new ways to use it which was very much in keeping with her personality (and no, no "defecate" she had more class than that). This kind of change completely removed one of her three main shticks and would make her a lot less fun to play. That would make me sad as she was a fun PC to play and nobody had a problem with her shenanigans as I'm not a dick OOC so I made sure to not use "it's what my character would do!" as an excuse to be dickish.

It's also worth noting Command lasts 1 round. Six seconds. "Surrender" means the foe gives up, for one round. "Repent" means the foe spends 6 seconds rethinking its life. "Potty humor" is at best drop their weapon and/or lose their action. (Even if you allow it, see above). It's not a one-word wish spell. It's a delay tactic at best.

Yup, and that can still be very useful. In keeping with a first level spell.
 

I was responding directly to a discussion of using the loose wording to insert unwanted toilet humour into the game. At best, this a problem of mismatched expecations; it simply is not a problem with wording of the spell.

In general though, I agree it's not necessarily about "problem players" or "problem GMs," but it is about poor communication and/or socialisation, which is almost certainly going to lead to problems regardless how this specific spell is worded. It just shouldn't be that hard to have a reasonable discussion and arrive at a resolution, whether temporary or permanent, and move on with the game.
Again, the problem is not one specific usage of one specific spell.

It is having to have this kind of conversation over, and over, and over, and over. Because it isn't just one spell like this. It's easily half the spell list, particularly for Wizards. Nearly every illusion, many enchantments, more than a few conjurations and transmutations. Even evocation gets in on the game, with obvious "full of edge cases" examples like Leomund's tiny hut and Otiluke's resilient sphere, but you don't have to go further than 2nd level's darkness to get the potential for problems (does darkness dispel lights that simply happen to intersect with it after it's cast, or is it only at the moment of casting?)

Given the incredible potency and versatility of magic, and the fact that it comes in discrete chunks where it really feels awful to cast something for zero benefit, every spellcaster is incentivized to pick the options that will let them squeeze out the maximal benefit every time. So you push and push and push with the "creative" options....or you fall back on old faithful ones that are generically powerful (e.g. haste, fly, fireball, etc.)
 

Again, the problem is not one specific usage of one specific spell.

It is having to have this kind of conversation over, and over, and over, and over. Because it isn't just one spell like this. It's easily half the spell list, particularly for Wizards. Nearly every illusion, many enchantments, more than a few conjurations and transmutations. Even evocation gets in on the game, with obvious "full of edge cases" examples like Leomund's tiny hut and Otiluke's resilient sphere, but you don't have to go further than 2nd level's darkness to get the potential for problems (does darkness dispel lights that simply happen to intersect with it after it's cast, or is it only at the moment of casting?)

Given the incredible potency and versatility of magic, and the fact that it comes in discrete chunks where it really feels awful to cast something for zero benefit, every spellcaster is incentivized to pick the options that will let them squeeze out the maximal benefit every time. So you push and push and push with the "creative" options....or you fall back on old faithful ones that are generically powerful (e.g. haste, fly, fireball, etc.)
As I mentioned earlier, I just don't understand how these things are an issue if you have a reasonable group, capable of having a reasonable conversation, and a process for arriving at a ruling or decision.

That said I have no problem with people who want tighter wording -- while it's not my preference, it's not necessarily unreasonable. What I genuinely don't understand are people saying that their groups will devolve into endless arguments if they don't have this tighter wording, or that players will use loose wording to justify behaviour that is otherwise considered unacceptable as if the problem is with the wording and the not the mismatched expectations.
 

And forbidden by the 5.0 wording of the spell, emphasis added: "The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it." A sapient being is able to tell that "walking" or "flying" off a ledge/beam is directly harmful to it. As for the others...

  • Dismount: A valid command...but only for the first bit. The second (dismount while at a gallop/etc.) is forbidden, again because dismounting while in motion is harmful.

If it is a controlled mount I would think that would dismount while the mount is stopped. Given the way movement works in 5E that will always be that way technically at the start of the turn.

Here are some creative attempts I've seen in play:

Daydream - to stop concentration
Surrender - used against a leader during a standoff/negotiation after she asked for the party to surrender
Swim - got an enemy to jump in a moat taking him essentially out of the fight
Lie - This was used interrogating a prisoner to make an enemy being interrogated lie, thereby knowing the truth. (failed due to a save)
Breathe - Attempted to force a Dragon to use his breath weapon in a location near no allies (failed due to save .... but he breathed anyway)
Regurgitate - attempted to be used to make a purple worm throw up a party member. Failed because of the language requirement (failed)
 

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